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The_WOZ

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Posts posted by The_WOZ

  1. Been a person who likes a lot of different activities, from electronics to programming & from 3d-modeling to woodcrafts. I have started a lot of macross related projects, but actually, I only finished a couple of them.

    So, I have the idea, to start this new topic for people like me to show our unfinished fan works.

    Lets start with a custom variable fighter design based on the P-38 Lighting, only 3 scans survive, as I throw away the original drawing:

    post-1093-1143777905_thumb.jpg

  2. Ok, after 2 weeks fighting Truespace's bugs, I managed to build the IK hierarchy of the leg, including muscles for the knee joint.

    BTW, very nice render DOK, looks like a model kit box cover.

    Here, the link for a shor animation I did last night.

    www.geocities.com/soft154i/leg.html

  3. Gammera: I was usign Truespace 1.0 and 3.2 back then. Now I'm using TS6

    Chronodocidal: WOW!

    Rodavan: Nice fast pack.

    Tarz: Looking really god. Note that if you plan to make your model transformable, you 'must' separate the nose cone from the cockpit coz that's the 'hip joint'

    Well: Modified fingers and rearranged the hierarchy so I can have bette control.

    I'm having a hard time trying to pose the gunpod so it does'nt pass thru the arm.

    post-5-1110750374_thumb.jpg

  4. I guess I should have winked, ;) . It is set up to transform but needs some minor proportion changes to look right. Low polys is a must for me (I only have a 900 Mhz machine!!!) Although the valk in the fore ground is more of a medium poly valk(just under 16.5 k polys including rigging and background polys), the valks in the background are lower detailed at about 8 k polys.

    Are you serious?

    I have a 250MHz until last october!

  5. The_Woz,

    Aviod using the following because of various problems with their usage:

    - All NURBS functions. -

    They are near total garbage for anything. Use Rhino3D if you want good NURBS.

    - The Fillet/Chamfer tool. -

    A total waste of time to use even for the most basic of uses. MASSIVELY error prone. There is a 'workaround', but it's time consuming and requires good working knowledge of SubD to work well.

    - All Deforms. -

    They are completely too imprecise to be usable beyond quick organics.

    - Scaling tools. -

    They do not scale correctly.

    - All 3rd party plug-ins. -

    THEY WILL CAUSE YOUR TS6 TO CRASH!

    - All Spline tools. -

    They are infinatly better in TS4.3.

    - All animation tooling. -

    Some of it's 'ok', but it's not stable enough for animating without cutting up your animation scene into smaller chunks.

    -------------------------------------------------------------------------------------------------

    The ONLY 'PROS' I have for TS6 is it's SubD, and it's still somewhat bad because they removed TS5's version which was simply better to build with, and it's lowered rendering time compared to TS4.3.

    To be honest you should've spent your money on Rhino3D, because it's COMPLETELY superior to TS for building man-made objects.

    I aggree on the Fillet/Chamber tool, but I have no problems yet with 3rd party plugins, even with older ones suppossed to be used with ts3 or 4.

    For most of the other tools, I still have TS1 and TS3. TS1 deform tool is way better than it's sucessors.

    Well, the chest section is almost done:

    post-5-1106486462_thumb.jpg

  6. Ok, after a couple of months of laming, there is some updates to my VF1

    I'm working with Truespace6 now, so I have to rework some parts that were scrambled due to the many different versions of the program used.

    The new chest plate (only simetric details added by now):

    post-5-1105882798_thumb.jpg

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